Vol. I, No. 3. 
Issued Monthly. 



SEPTEMBER, 1895. 



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\ 



DOMINOES 

AND 

DICE. 

A BRIEF HISTORY OF THESE GAMES WITH DE- 
SCRIPTIONS OF THEIR VARIATIONS AND 
METHODS OF PLAY, ACCOMPANIED 
BY RULES AND ILLUSTRATIONS. 




PUBLISHED lU r THE 

AMERICAN SPORTS PUBLISHING COMPANY, 

241 BROADWAY, NEW YORK. 
Copyright, 1895> by American Sports Publishing Co. 




PREFACE. 

It is an indisputable fact, that in households where games 
which bring its various members into constant intercourse of a 
social nature predominate, more happiness is to be found than 
in those where the interests and pleasures of the family are 
divided. Hence that natural desire on the part of all sensible 
people to increase and vary home amusements by the introduc- 
tion of all manner of games in which parents and children can 
take part and enjoy together. 

Many of the simplest pastimes, owing to numerous changes 
which have been wrought in them from year to year, have 
grown to be looked upon as merely gambling games, while 
others, again, equally harmless, if regarded in the right light, 
have always been considered, more or less, "games of chance." 

It might seem hazardous, therefore, to those not generally 
familiar with games, to introduce dominoes and dice into one's 
house; but, as a matter of fact, they are quite as innocent in 
character as cards or chess. These latter can be, and often are, 
entered into, with the intention of gambling, rather than for 
the intellectual enjoyments which good play always affords. 

The question, "to be or not to be " a game of chance, rests 
with the individual who desires to learn dominoes or dice, 
rather than the author, who trusts, however, that this little 
book will be received in the spirit in which it is issued, and the 
games herein described added to the list of simple pastimes in 
every home it enters. A. H. C 



INTRODUCTORY. 



These two games are distinctly European and although 
played in this country, are not, and perhaps, never will he- 
come as popular as they are in the old world. They should, 
however, be known here, and introduced more generally into 
our drawing-rooms, as they afford a pleasing variety to cards 
and other well known pastimes, already in vogue. 



DOJVilNOES. 



This game hag been traced by various noted authors in turn, 
to the Greeks, Hebrews and Chinese. To exactly what period, 
however, the invention may be ascribed, we do not ascertain, 
although there appear to be ample indications that it was con- 
temporaneous with the first germs of civilization. 

Etymologists do not agree regarding the origin of the name, 
and there are various interpretations of the same, each one 
based, of course, on some individual theory and deduction. 
The most plausible, perhaps, as regards the European appella- 
tion — and we need not go further back than that for the purpose 
of this paper — is the following : 

Dominoes, in view of the simplicity, one might say the in- 
nocence of its character, was allowed, formerly, to be played in 
convents and other religious communities ; and when a player 
won a game, in placing first, the last de' (domino), he was wont 
to utter an exclamation of satisfaction and a blessing upon the 
Lord in the same breath: " Benedicamus Domino," he would 
cry out in his joy, and from this, it is claimed, came the ab- 
breviation, Domino. 

Its first appearance in western Europe is not as ancient as 
often supposed, it having been introduced into France from 
Italy about the middle of the last century. Some writers, in- 
deed, say that it started in Italy in the first place ; but this is 
presumably an error, an earlier origin, as already stated, being 
an assured fact. 

It will suffice, in this instance, to start from its European 
foundation, and describe the game as played abroad and in this 
country. 

Although known in Italy before it was played elsewhere on 
the continent, it has spread into all the countries of the world ; 
but nowhere is it more popular than in France and Belgium. 
From Paris, the game passed into Germany, where it is now 
played in every coffee house. 

The Cafe de l'Opera, in Paris, long boasted of assembling the 
most expert players in the world, an honor, however, which 
has been warmly contested by the establishments of Rouen and 
Poitieres. 



DOMINOES. 



5 



There are, seemingly, innumerable varieties to the game, 
though regular domino players recognize only two-handed games: 
The Draw game, for instance, and its variation, the Matadore. 

To the uninitiated, Dominoes in any form suggest extreme 
simplicity, and will be spoken of as mere'y a childish pastime, 
and not worthy of serious consideration. 

To those familiar with it, however, the various phases of the 
*' Draw game," and the odd, often intricate situations produced 
by the "Matadore" variation, Dominoes appear in a different 
light. Many expert players, indeed, will claim that it ranks 
equal to the majority of standard card games, even surpassing 
some of them. 

Dominoes is not by any means a mere game of chance, as far 
as "luck "goes, as any inexperienced player will discover if he 
undertakes to play against an expert ; for something more than 
satisfactory combinations of numbers on the dominoes is re- 
quired to insure victory. 

Good temper, the first requisite in all games, is necessary to 
begin with. One can grow as easily excited over Dominoes as 
over cards, chess, or cribbage, and once the player becomes 
irritable and unreasonable, he may as well give up the game ; 
for it is here, as in everything else, that the cool head and self 
control, even under strong provocation, win the day. 

Keen perception, and quick deductions from observation 
made with clear and accurate calculation, form the elements 
upon which skill is founded, and are absolutely necessary to 
intelligent play. 

On a few points, Dominoes bears a resemblance to whist, as, 
for instance, in what, in the last named game, is called a long 
suit, that is, several pieces (cards or dominoes) of the same 
denomination : Six-Ace, Six-Three, Six-Four and Six-Five, 
form the basis of a capital hand, and should be played as soon 
as possible. This done, the player will be enabled to block his 
adversary, and probably win. If he does not win, ac least this 
play will help to prevent dire defeat. Then, again, it is 
claimed, knowledge of the adversary's hand, gained through 
careful observation of what he plays and what he holds back, 
is analogous also to whist. 

Sometimes in dominoes, as in whist, a clever player, in order 
to mislead his skilful opponent, will make a "false move, "that 
is, will depart from the established laws of the game. To do 
this successfully, however, he must be absolutely familiar with 
the various tactics of the game, as otherwise he will only injure 
his own chances of winning, and incidentally further enhance 
those of his adversary. 



6 



DOMINOES. 



By watching the adversary's play, even an indifferent player 
can learn to note what he holds, and further, by means of a lit- 
tle calculation on the future moves, block the game, or keep it 
open, as the circumstances may seem to require, 

Hoyle classes dominoes among "mixed games of chance and 
skill." Games of chance means, in this case, of course, a matter 
of lucky numbers, which easily match those already on the 
table, and so on, and is not to be received as intending to con- 
vey the idea of a gambling phrase of the pastime. The games 
played with dominoes are varied and numerous ; two or three, 
at most, may be regarded as scientific, and following these, are 
those of a purely entertaining character, intended only to afford 
diversion for the passing hour. 

THE SET. 

Dominoes may be played by any number of persons, varying 
from two to a dozen. The cards, as the pieces are technically 
known and generally called by professional players, are twenty- 
eight in number. They are made of ivory, bone, or wood, with 
ebony backs. On the top of each piece, divided in the centre 
by a narrow black line, are a blank, or small round spots, vary- 
ing, according to the square, from one to double-six. 

The pieces are : Double-Blank, Blank-Ace, Blank-Deuce, 
Blank-Trey, Blank-Four, Blank-Five, Blank-Six ; Double-Ace, 
Ace-Deuce, Ace-Trey, Ace-Four, Ace-Five, Ace-Six ; Double- 
Deuce, Deuce-Trey, Deuce-Four, ^Deuce-Five, Deuce-Six; 
Double-Trey, Trey-Four, Trey-Five, Trey-Six ; Double-Four, 
Four-Five, Four-Six ; Double-Five, Five-Six ; Double-Six. 

DIAGRAM SHOWING COMPLETE SINGLE SET. 













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• • • 


• 


• 

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• 


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19 




10 


(0 




k 


d 


3 











168 pips in all. 



DOMINOES. 



7 



In this set, known as double-six, there are, as is seen, twenty- 
eight dominoes, the aggregate number of pips thereon being 
168; hence, each piece averages six. Each suit contains seven 
dominoes: see six and blank suits; or, again, for example, .the 
deuce suit, as follows: Casting the eye along the third horizontal 
column, the student will find, on coming to the last piece, that 
by carrying his glance down the perpendicular column, which 
joins the end of the third horizontal, he has seven dominoes of 
a suit. Still again, let him begin with the second column from 
the top, carrying his glance to the domino at the right hand, 
and then down the line to number 30, and he has the five-suit 
plainly defined. So it goes with each suit, simply varying a 
little in the formation of the same. 

The intermingling of the suits renders it difficult for the 
beginner, and, sometimes, even for the adept to make a rapid 
estimate of the numbers (pips) already played. 
It will be well to remember from the start that : 

The six suit has 63 pips. 

The five " " 56 " 

The four ** " 49 " 

The trey " " 42 " 

The deuce " "35 " 

The ace " " 28 " 

The blank " " 21 " 
There are sets ranging up to double-nines and double-twelves ; 
the first containing fifty-five dominoes, the aggregrate number 
of pips being 495, averaging nine spots each, while the second 
consists of ninety-one dominoes, their aggregate number of 
pips being 1,092, averaging twelve spots each. 

These sets are not in general use, but are necessary, however, 
in some of the round games, such as Cyprus, for instance. The 
single set — twenty-eight — is the one usually played, and will 
answer to the demands of all the ordinary variations, either 
two-handed or round games. 

The general rules of the game are simple, and may be briefly 
summed up as follows : 

TO SHUFFLE AND DETERMINE THE FIRST POSE 
OR LEAD. 

I. Shuffling — The dominoes should, at the beginning, be 
turned downward and shuffled — moved about on the table — 
with a slight circular movement of the hands. Any and all 
players at the table are entitled to take part and assist in this 
operation. 



8 



DOMINOES. 



2. Determining the Lead— Following the shuffling, the 
right of first pose; i.e., turn to play, variously called lead or 
down is then decided. There are three methods, the first, per- 
haps, being the simplest, although all are good in their way. 

I. Each player takes up a domino from the board (or 
table), and the one drawing the lowest double has the 
lead. In the event of a double not being drawn, the 
holder of the domino bearing the lowest number of pips 
wins the pose or down.* 

II. One player pushes two dominoes toward his oppo- 
nent, who chooses one, and, if it is the lower, he leads, 
otherwise he plays second. 

III. The player who receives the highest double, or, in 
the event of there being no double dealt, the heaviest 
domino leads. Double-six is called for first, and, if not in 
any one's hand, double-five and so on to double-ace The 
one holding highest domino must lead with it.f 

The first of these three methods cited will probably be found 
the simplest, especially for novices. 

THE DEAL. 

The dominoes drawn are returned to the set and are shuffled 
again very thoroughly. Each player then draws from the pile 
on the table a certain number of pieces, varying, of course, 
according to the game about to be played. 

The dominoes not dealt; i. e., drawn, make the "stock" 
or "reserve." The "stock" is often drawn from after the 
deal, and the word is used in this sense. The term " reserve " 
applies to dominoes remaining over after the deal and left un- 
touched, as in the block game, for instance. 

It should be distinctly understood from the beginning that 
this "stock" is not to be exhausted by any of the players, it~~ 
being obligatory to leave two dominoes in it, unseen by any of 
the participants in the game. 

N. B. — If there are more than two players, this draw will also decide 
seats and sequence of the lead, with remaining hands of thegame._ 

The player drawing the second lowest card (or domino), sits at the 
leader's left and leads in the second round ; the holder of the third lowest 
is next and leads the third round, and so on throughout the game, each 
one taking his turn. 

After each game the lead is cut anew. 

+N. B. — This method prevails among French players, but is tedious and 
has the disadvantage, too, of often forcing a player to make a false or 
unfavorable lead. 



DOMINOES. 



9 



THE PLAY. 

The dominoes dealt are placed upright on the table before 
the player, or held in his hand, the faces so arranged that they 
cannot be seen by the opponent, or in a round game, by the 
other people taking part in it. 

The leader then proceeds to "pose," that is, play any domino 
he may elect from his hand, placing it face upward on the 
board. The next follow suit literally, and the other players 
do the same in turn. Each player, of course, must match the 
number of pips or the blank exposed at either end of the 
dominoes already placed. 

He chooses the end he can most easily match and "poses" 
his domino with that number adjacent to the one on the piece 
already there. 

Example: X plays five-six to a six-three already "down, "thus: 



• • 


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• • • 


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• 


• • 


© © © 


• • • 


• 



No. 1. 

He must place the two sixes together, as shown in above 
diagram. 

The third player must, in his turn "pose" a domino, with 
number corresponding to one of those at either end: it will be 
a five or a three, according to card (domino) he holds. 





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No. 2. 

The third player having had to match with a five-ace, the 
fourth has the option of ace or three spot. 



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9 

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No. 3. 



DOMINOES. 



He plays, posing a three-four spot domino, and thus the game 
proceeds. 

The monotony of the long, straight row of dominoes is easily 
obviated by the formation of various figures, as exemplified in 
the following diagram : 



9 e 



• 

« e 



a a 



• * 



No. 4. 



The above illustration shows a simple way of placing the 
doubles. The figure, of course can be varied to fancy. 

If, as the game progresses, the player next in order cannot 
match, he either passes, saying "go," when his neighbor will 
similarly play or pass; or he must " draw," that is, take one or 
more dominoes from the "stock," according to the variety of 
the game being played.* 



*N. B. — In the Draw-game, two dominoes, at least, should be left In the 
" stock," and if the player has exhausted it to this point and is still unable 
to match, he must "pass." 



DOMINOES. 



1J 



To pass, in this game, signifies simply forfeiting the turn, 
and the player can resume play when it comes round to him 
again. 

Each player should " pose " if it is possible for him to do so. 
Thus the game goes on until one of the players has put out 
all the dominoes in his possession, or until the game has be- 
come blocked to such an extent that neither or none of the 
players can further "match" or draw. 

When a player calls 41 domino," the hand or game is finished. 

SCORING. 

There are various Ways of arranging this. 

Sometimes each hand may constitute a game by itself ; and 
when this is the case, the player who makes "domino " wins. 
Again, if there is a "block," the dominoes in each hand are 
exposed on the table, and the one who has the smallest number 
of pips wins ; or, in case of an equality of pips, the fewest 
dominoes wins. 

Generally, though, the game is played anywhere fiom fifty 
up, in which case a series of hands is played, the lead alternat- 
ing between the players, if there are but two, and when there 
are more, passing round the table to the left.. 

The score should be kept by every player for himself, either 
on paper or by means of a domino marker.* 

The various games may be respectively classified under the 
following heads : 

I. The Drazu Game and its variation, Matadore. 

II. The Block Game and its variations. 

III. Miscellaneous Games* 

THE DRAW GAME. 

This variety of the game is of French origin, and the lead, 
therefore, is generally decided according to method No. III. 
(page 8). 

The dominoes are then shuffled anew, aud each player draws 
seven dominoes. The leader then poses a domino and the 
second player matches it if he can. Before playing he is per- 
mitted to draw from the "stock" as many dominoes as he 
wishes up to the last two, which he must leave there. The 

*N. B.— The prevailing custom in informal games, especially, is to write 
the names or initials of the different players on a slip of paper, and let one 
person at the table keep the score for ail. This method works, as a rule, 
very satisfactorily. 



12 



DOMINOES. 



game proceeds, each player drawing in turn from the '« stock" 
if he chooses — it being assumed that it will not have been de- 
pleted at the beginning of the hand — He must draw from the 
"stock" until able to match, or, until it — the "stock" — is ex- 
hausted, that is, only two dominoes remain therein. If not 
able to match he must pass. 

When neither player can match it is a block. 

A player who makes domino, scores the pips "which are 
shown in his opponent's hand ; and, if the game has ended in 
a block, the holder of the smaller number of pips wins, and 
may add the pips of his adversary's hand to his own. When 
the pips in each hand amount to exactly the same number, the 
one who has the fewer dominoes is the winner and may con- 
sider the pips In both hands as his own. Example : X has 
twenty-six pips or four dominoes, and Y has twenty-six, on 




five; hence. X counts fifty-two, Y nothing. The game consists 
of one hundred points, or a lesser number, if agreed upon. 

In this, as in the matadore game, much depends on holding 
the lesser number of pips, and also in blocking the game at 
the right time. 

The following 41 Tables of Averages," compiled from Berke- 
ley's treatise on the game, may assist the student in learning 
to estimate the general number of pieces played, and those left, 
and thus ascertain at what point it will be safe to block the 
game: 



DOMINOES. 



13 



TABLES OF AVERAGES. 



When all the— 

Sixes are out 
Fives are out 
Fours are out 
Treys are out 
Deuces are out 
Aces are out 
Blanks are out 



When all the- 
Sixes and fives are out 
Sixes and fours are out 
Sixes and treys are out 
Sixes and deuces are out 
Sixe. 5 and aces are out 
Sixes and blanks are out 



TABLE No I. 
The unplayed dominoes average— 

5 Fifteen pips on every 3 pieces, 
5% Sixtesn pips on every 3 pieces. 
5% Seventeen pips on every 3 pieces. 

6 Eighteen pips on every 3 pieces. 
6% Nineteen pips on every 3 pieces. 
6% -Twenty pips on every 3 pieces. 

7 Twenty-one pips on every 3 pieces. 

TABLE No. II. 
The unplayed dominoes average- 



Twenty-one pips on every 5 pieces. 
7 2-5 Twenty-two pips on every 5 pieces. 

4 4-5 Twenty-four pips on every 5 pieces. 

5 r-5 Twenty-six pips on every 5 pieces. 

5 3"S Twenty-eight pips on every 5 pieces. 

6 Thirty pips on every 5 pieces. 

TABLE No. III. 



When all the- 



Fives and fours are out 
Fives and treys #re out 
Fives and deuces are out 
Fives and aces are out 
Fives and bianks are out 



The unplayed dominoes average- 



4 4-5 Twenty-four pips on every 5 pieces. 

5 1-5 Twenty-six pips on every 5 pieces. 

5 3-5 Twenty-eight pips on every 5 pieces. 

6 Thirty pips on every 5 pieces. 

6 2-5 Thirty- two pips on every 5 pieces, 



TABLE No. IV. 
When all the— The unplayed dominoes average- 

Sixes, fives and fours are out 5 
Sixes, fives and fours and treys are out 2 
Sixes, fives and fours and tieys are out 1 

TABLE No. V. 

When all the — The unplayed dominoes average — 

Blanks and aces are out 8 

Blanks, aces and deuces are out 9 

Blanks, aces, deuces and treys are out 10 

Blanks, aces, deuces, treys and fours are out u 

Blanks, aces, deuces, treys, fours and fives are out 12 

Example : Supposing all the sixes and fives are played, the 
above tables show that each domino must average four. Then 
the player may see what the average of pips on all dominoes 
played is, exclusive of s'xes and sevens. 

II the player's dominoes average four or more spots less than 
the average four, and, if he has the same or a smaller number 
cf pieces than his opponent, it is safe to block, as he is sure 
to win.* 



*N. B.— It is wise, if there seems to be a possibilty of blocking the game, 
to make the calculation, unknown to the opponent, as otherwise, if he be 
anything of an expert himieif, he will, after watching the counting and 
noting the refusal to block, do it himself. 



14 



DOMINOES. 



There are various Ways of ascertaining what dominoes re- 
main in the "stock " as, for instance, when Y passes — can not 
play — X can tell from the number of the suit in his hand 
whether there are any in "stock ;" or, again, if, in the course 
of the game X has given Y a chance to play a given double and 
he has not taken advantage of it, it is safe to assume that he 
does not hold it, and, therefore, it is in the " stock." 

SPECIAL RULES FOR THE DRAW GAME. 

1. A player should lead originally from his longest suit; for, if 
he leads a high double of a suit of which he holds no more, the 
chances are that he will play directly into nis adversary's hand. 
This same law holds good also, regarding the play of even one 
indifferent piece. 

2. The second player ought not, under any circumstances, to 
draw more than half the "stock," unless absolutely obliged to 
do so ; as, by such a proceeding, he would prevent his adver- 
sary from drawing an equal number. 

3. An expert player may sometimes be justiffed in drawing 
nearly all, or even the whole of the "stock, ' as the informa- 
tion thus gained of what his opponent has, may enable him to 
get rid of them all before said opponent can manage to play his 
limited number of dominoes, 

4. When a second player holds a good hand ; i. e., one con- 
sisting of a strong suit, at least three dominoes of the same 
denomination, and no double unguarded, or a hand containing 
dominoes of every suit, he should not draw, unless obliged to 
do so. 

5. Once a player has begun to draw he should continue to do 
so, especially if he gets a high double, until he holds several 
of that sort. 

6. It is often a disadvantage to hold the greater number of 
dominoes, though, agaia, sometimes it proves an actual advan- 
tage, as thus, the player is able to keep both ends open to him- 
self and closed to the opponent, and he may, in this way, man- 
age to get rid of all his pieces. 

7. When holding more pieces than the adversary, it is neces- 
sary, in order to win the game, to know what dominoes remain 
in the " stock " after it has been exhausted; i. e. % what the 
two remaining pieces therein are. 

8. Care must be taken not to play into the adversary's hand : 
For example, he has shown that deuces are his suit — of which 
X has none — and the deuce-six, deuce-five and deuce-blank are 
out ; therefore X should avoid, in any case, and, above all, if 



DOMINOES. 



15 



the " stock " is full, playing either a four or a three, for if the 
adversary, Y, holds a four-deuce or trey-deuce the result would 
be fatal, 

9. Sometimes it is well to test the strength or the nature of 
the opponent's hand, even at the risk of a disadvantageous 
move.* 

10. Generally, a player can tell by studying his own hand, 
whether his adversary holds a good, indifferent or poor one : for 
instance, if X holds dominoes which do not average anything 
like six, those of Y will be heavy. If those of X are the aver- 
age, it will be safe to assume that Y's are about the same, 
while, again, if X holds "heavy cards" — dominoes with 
numerous pips — those of Y will assuredly be light. 

11. Hesitation is fatal, as by a moment's indecision regard- 
ing a "pose" or move a quick-witted adversary will get an 
inkling, perhaps, of what is passing in the other player's mind, 
and of the particular play which is thus being concealed from 
him. 

12. Let each player form as clear an idea as possible under 
given conditions of the adversary's hand, and then dec ide with- 
out hesitation which of the three courses it will be best to pur- 
sue ; run out, block the game, or oblige the opponent, to 
enable him to make Domino. 

13. If Y has been obliged to take a number of pieces from 
the "stock" and has a " full hand " while Xhas only a limited 
one,, and X can manage to play a " pose" or two without being 
blocked, he ought to be certain that he will win ; for when he 
reaches that point, his hand will be so small, as compared to 
that of Y that he will scarcely be able to prevent X from win- 
ning without blocking himself. 

14. If X has what is termed a high hand, and there are several 
dominoes still in "stock," he should be careful how he plays 
the fifth of a suit, of which he has no more, and the double is not 
out. For example, six-five, six-deuce, six-ace, six-blank have 
been played, and X must take care how he plays four-six, as if 
Y having double-six he can play it, or if he has a six-trey he 
may play it to X's six, and if X draws a double-six it will be 
blocked, 

15. If the average of the pips is high in X's hand, according 
to the nature of the game, is high, he should be careful of run- 
ning any risks : to'play a simple game, that is, keep both ends 
of the game open, is the best method. 

Finally, it should always be borne in mind that a careless 
"pose" on the part of one player, may give an undecided 

- *N. B. — It is far better certainly than to grope biindly all through the game, 



i6 



DOMINOES. 



antagonist just the information he wants regarding the advisa- 
bility of blocking the game, and thereby lose the chance of 
winning to the first named. 

These rules must be studied carefully, and can be carried 
into practice, strictly or in moderation, as the exigencies of the 
game require. 



THE MATADORE GAME. 

It is claimed that this variety of the draw game originated in 
Spain, and the title, derived from the word Matar, to kill, cer- 
tainly suggests the arena of the bull fights, where, indeed, the 
opponents meet in a struggle which eventually ends the life of 
one or the other; sometimes both. Furthermore, it is the only 
game of dominoes which introduces the equivalent of trumps. 
Matadores are, in truth, even more powerful than trumps, for 
they can be played at any time, and either end may be placed 
outside, and they override any other card, not a matadore. 

The dominoes are shuffled as in the other games, and after 
the lead has been decided, each player draws, at random, seven 
pieces, the remainder forming the "stock" or "talon."* 

The leader poses a doublet, or if he has none, the highest 
domino he possesses. The second player now plays, "posing" 
a domino which contains the complement of seven with that on 
the square at either end of the piece already down. For ex- 
ample, he must pose a trey to a four, a deuce to a five, a six to 
an ace, or vice versa. Matadores are four in number, being 
the dominoes which, in themselves, have, on their face, seven 
spots or double blank. In the single set they are: I, double- 
blank; 2, four-trey; 3, five-deuce; 4, six-ace. 



« 9 



• • • 

<s » • 



Matadores. 



*N. B. — After the first deal, the lead is taken alternately by each player 
but is draws for anew for each fresh game. 



DOMINOES. 



17 



Of course, no domino in this, the single set — "double- 
sixes" — can contain at one end the complement of seven with 
a blank, therefore a matadore must be played. The maladores 
ate the only dominoes which can be played on a blank, and 
beyond this, can be "posed" anywhere and at any time, irres- 
pective of previous pieces already down, and can be placed at 
either end. outward, according to the fancy of the player. 

Here are two illustrations of the method of play : 



T • 



• • • 

• • • 



• * 



No. 1, 

Above diagram shows starting of the game with double-treys. 

• 9 



No. 2. 



Diagram No. 2 shows start with highest number — five-four — 
the leader holds at beginning of game. 



DOMINOES. 



In diagram No. t, fof instance, the start is made with double- 
trey, therefore the second player must pose a domino having a 
four at one end, as this number alone will make the seven. 

In diagram No. 2, the second player has the option of two 
numbers — trey against the four — or deuce against the five. In 
No. 2 it will be seen, a five-deuce, being a Matadore, the live 
end is posed against a blank; the deuce could have been played 
had the player desired. A domino which is not a matadore, 
can only be played, of course, when it matches the end of a 
piece already down. 

The second player, when not able to play a matadore or 
match must take from the " stock " until able to do so, or the 
"stock " is exhausted.* 

When the "stock" is exhausted, and a player not having a mat- 
adore is also unable to match, he says "go." The adversary 
must go on, if possible, and the first player, who has only for- 
feited a turn, must play again when his turn comes. 

Thus the game goes on in this way until one player has 
played all his dominoes, or there is a " block"; that is when 
neither can proceed, and the ••stock" is exhausted, save two. 

Generally, the game is one hundred up, and, as in all card 
games, three make a rubber: any number of points can be settled 
upon, however, according to agreement between the players. 

Occasionally a player will score one hundred without his 
adversary scoring at all ; this is known as a Zapatero, and 
counts two games. 

The scoring is like that in the Draw game, save that the 
opponent's pips are counted in the case of a block, and not the 
amount of all the unplayed dominoes. Doubles count all the 
pips, and at both ends. In playing, a doublet counts only as a 
single piece. Example: double-six is a six and can only be played 
on an ace spot or on a double-ace; if still in the hand, though, 
after dcmino is called, it counts twelve points to the winner. 

This game is essentially a two-handed game, but is played 
by three players, and more, sometimes. 

With three players, as in the case of two, the ordinary set is 
used : when a greater number take part in it, however, dominoes 
of the double-nine or double-twelve sets are necessary. 

When three play, he who holds the lowest number of pips 
scores the pips of the player who has the most, and not the 
sum of pips his opponents' possess. 

*N. B. — The player keeps in Ins hand, of course, all the unplayable domi- 
noes he draws from the " stock," wh^le, on the other hand, each player, in 
turn, even if able to " pose " or match a matadore, or both, for that matte-, 
is ai'owed to take at will from the "stock,'' provided always, that he leaves 
two dominoes therein. 



DOMINOES. 



When four play, they must cut for partners, as is done in 
whist, and play as in that game. The partners, whose total 
number of pips amount to less than those of their adversaries, 
score the sum of these latter's pips. 

When a set of double-nines is used the method of play is the 
same as in double-sixes, save that the number to be made each 
time is ten instead of seven. 



• • • 



No. 4. 

For instance, as seen in diagram above, if a double-nine is 
played it must be matched by an ace at either side; a four-eight 
by a six at the four end and a deuce at the eight end, and so on. 

The matadores in this set are nine-ace, eight-deuce, seven- 
trey, six-four, double-fives and double-blank. 

The dominoes in this set are fifty-five in number. 

When the double-twelve set is used, thirteen is the number to 
be made each time. Example: Double twelve must be matched 
by an ace; ten by a trey; nine by a four; eight by a five. See 
illustration: 




20 



DOM1NOKS. 



The matadores in this set are twelve-ace, eleven-deuce, ten- 
trey, nine-four, eight-five, seven-six and double-blank. The 
dominoes in the complete set number ninety-one. 

The special rules for the Matadore game may be cited briefly: 

1. In the first, if the player holds a double-blank and one 
or two other matadores, he should "pose" the double-blank, 
thus obliging his adversary to draw at length from the stock. 

2. When a double-blank, or any single matadore, is dealt 
(drawn by) a player, he should avoid playing it until necessary. 
As a rule, matadores are held back, as they are valuable in 
that they save the player from having to draw at a critical 
point in the game when there is a blank at both ends. 

3. When possible, lead with a double, as thus the opponent 
has no choice as to his play. 

4. When a blank has been played at both ends, and the 
player next in turn holds a double-blank, he should pose it, 
thus putting the responsibility of drawing upon the opponent 
or forcing a matadore. 

5. In drawing, the player should not be too ready to play a 
matadore if he gets one, but either use his judgment whether 
to continue to "draw or not. 

6. Matadores are valuable always, but more useful for de- 
fensive than offensive purposes. They will often save a player 
from drawing from the stock in quantity, but are not of any 
more use in attacking the enemy than the ordinary dominoes, 
with the exception, of course, of the double-blank. 

7. Matadores should not be played when it is possible to 
draw any other piece, as the opponent may hold the dominoes 
which block the play. For example: X plays four-trey when 
there is a blank at both ends, and Y does not hold either blank- 
four or blank-trey, therefore runs the risk of being blocked 
again, if Y happens to have either or both in his hand. If, 
however, Y holds one of them, for instance blank-four, he can 
play the matadore, placing the four outside. When a player 
has neither, it will be better tactics to draw, provided that 
there are several pieces in stock, until he obtains one of 
them, as then the matadore can be played with comparative 
safety. 

8. The score is made by the player who has fewer — or the 
fewest — pips at the end of the game; therefore, a player should 
use his judgment as to the number of pieces he can draw with 
benefit to himself. He can decide, after a little experience, 
how much the value of dominoes drawn, and the infor- 
mation gained thereby, counteracts the risk of overfilling the 
hand. 



DOMINOES. 



21 



9. A blank should never be played unless the player has a 
matadore, or one end is already blocked.* 

10. The player should give particular attention to the blanks 
which guard the matadores — except the double-blank, held, 
perhaps by him, as, should such matadore be in the opponent's 
hand, the matadore is, to a very great extent, neutralized. 

Matadore six-ace is guarded by six-blank, ace-blank, 
" five-two " five-blank, two-blank, 

'* four-trey " four-blank, trey-blank, 

" trey-deuce " trey-blank, deuce-blank 

and so on, through the set. 

For instance, X may hold two matadores — six-ace, four-trey 
— and five other cards, his hand will not be effective if Y holds 
double-blank and the four double-blanks; Y, in his turn, 
should try to keep the guards, or "picadors," and draw from 
the stock rather than part with them. 

When once a matadore is "posed," Y should block that end, 
and use the other blank as soon as he can: i. e., never " pose " 
a blank, unless, two matadores, at least, remain in the hand. 

11. When Y declares the strength of his hand by playing 
blanks, and X does not possess the double-blank, he should 
avoid playing a domino which may have a blank upon. This 
can be done by playing the complement of the blanks already 
" posed." 

12. If X has reason to believe that Y has the blanks, he 
should prevent his using them as much as he can. Again, if X 
does not hold six-blank, four-blank, or deuce-blank, he must 
avoid playing an ace, tray or five, as far as possible, as it is 
likely they would injure his hand; hence, when in doubt be- 
tween two dominoes, he had best take one which is not an ace, 
trey or five. 

REGARDING THE HANDS. 

A mixed hand — that is, one holding dominoes of each suit — 
is a fair playable one, and when the adversary has not an over- 
whelming number of matadores, is likely to score. A long suit 
may also be considered of value, though three of two suits 
which are complimentary are even better; say, either sixes and 
aces, fives and deuces, fours and treys. For example, holding 
three sixes and three aces, it is best to play the sixes, and 

*N.B. — When the opponent goes out of his way to play a blank, it may be 
safely assumed that he holds matadores; therefore, a blank should never 
be played, unless two matadores are in the hands, as otherwise it is simply 
playing into his hand. 



22 



DOMINOES. 



force the opponent's aces, or compel him to draw or sacrifice a 
matadore. Blanks are valuable — the double-blank especially. 
When holding a long suit of blanks, and also the double, it is 
a good play to block the game at every chance and thus ex- 
haust the adversary's matadores. 

The variation of this game, in which a matadore, when 
played, scores one, and one also is scored for every seven or 
multiple of seven that appears jointly at the opposite ends of the 
game, only complicates an already difficult one. Doubles count 
their full number of pips; as, for instance, double-six and 
double-ace make fourteen, and score towards the game. This 
variation appears to be an attempt to assimilate the original 
game to all fives and all treys. 

The student will decide for himself whether it is worth while 
to take up this particularly hard variation. The author does 
not specially recommend it, although every scientific investiga- 
tion which an individual can make interesting to himself must 
always be more or less beneficial. 

THE BLOCK GAME AND ITS VARIETIES. 

THE BLOCK GAME. 

This is the best known and most generally played game of 
dominoes for two people. Sometimes it is called " Double- 
Sixes," or the "English Game." 

The cards are shuffled, the lead drawn, and so forth, as pre- 
viously described: Then each player takes, at random, of 
course, seven dominoes. Thus, fourteen being disposed of, the 
other fourteen remain, face downward, on the board, and form 
the reserve. 

The winner of the first "pose " then places a domino on the 
table, and the game proceeds. 

The game is won by the player who makes 4 domino '*; or, 
if the game is " blocked" by the one whose pips are lesser in 
number. 

When the game is one hundred, or some other number agreed 
upon, the maker of the "domino" scores all the pips on his 
opponent's dominoes ; or, should there be a "block," the one 
who has the lesser number of pips scores in one of the three 
following ways, according to the agreement made at outset of 
game: 

1. Either the number of pips held by both players added 

together, or, 

2. The number held by his opponent; or, 

3. The difference between his own and his opponent's pips. 



DOMINOES. 



The first is" generally considered the best, as it makes the 
game far more interesting, and does away with indiscriminate 
blocking. 

The dominoes are shuffled anew and a fresh hand made. 



RULES OF THE GAME. 

I. The hand must be carefully examined and note taken of 
the long suits. It must be remembered always that the object 
of this game is two-fold — to get rid Of one's own dominoes, 
and prevent the opponent from disposing of his. Play, there- 
fore, from the strong suit. 

. 2. Three of a suit is strong, as it is not likely that the ad- 
versary holds more, if so many, of the same. The larger the 
number of any suit held the greater the chances that none, or 
certainly only a few, will be found in the adversary's hand. 

3. If undecided which of two dominoes to play, take the 
one bearing the larger number of pips, so that as few pips as 
possible will be in the hand when the time comes to count. 

4. Keep doubles in hand as little as possible, for they are 
difficult to place. If, however, the player holds doubles, it will 
be well for him to wait until the opponent gives him a chance 
to get rid of them; for, in trying to make an opportunity to play 
them himself, the attention of the opponent, if he be an ex- 
perienced player, will be attracted to the manoeuvre, and he 
will be apt to block his double. 

5. If there is a number at one end of the game which be- 
longs to the player's strong suit, or from which his adversary 
draws back, it is best to follow him at his end,, as the proba- 
bility is that he cannot go at the other, and thus it will be kept 
open for himself until unable to play at adversary's end. 

6. When optional to block the game or not, the player must 
be guided by his opponent's previous play, as to whether his 
hand is light or heavy, and decide accordingly. Or, in the 
absence of indications, let his calculations be based on the con- 
sideration that the average number of pips on all the pieces is 
six; hence, if those already "posed" and those in his hand 
average less than six, and the opponent has an equal or greater 
number of dominoes than he possesses, it is best to block. 

7. At the beginning of the game a light, varied hand, such 
as six-deuce, five-trey, four-ace, four-blank, three-blank, deuce- 
blank and ace-blank, is considered very good. To begin with, 



24 



DOMINOES. 



it is nine points below the average, and besides being varied, 
it contains a long suit in twos. Varied hands, as they are 
called, are preferable to a long suit, as the opportunity to play 
the latter to advantage may not come, while the former allows 
the player to keep the game open to himself at both ends for 
a few moves, at least. A number of heavy doubles would be, 
naturally, a most undesirable hand. 

8. The second player should endeavor to mislead his oppo- 
nent by playing at each end, indifferently. This will be found 
to be more of an advantage than playing to his last domino. 

9. When one end is blocked to a player, though open to his 
adversary, he should try to play one of his long suit, with the 
object, of course, of making the adversary play at the end 
blocked to first player, and thus shut it against his strong suit. 

10. The player should bring both ends as often as he can 
to the number of his strong suit, as this play will either block 
the adversary or force dominoes of that suit out of his hand. 

11. When holding a heavy hand, the player should prevent 
his adversary from blocking the game by playing his heaviest 
first and keeping both ends open to himself. 

The player must use his judgment freely and not hesitate to 
play what may be regarded as an eccentric game sometimes, 
particularly if, as a rule, he follows the correct one. Again, a 
player must draw all the inferences possible from his adversary's 
play, and prevent, however, from insight into his hand. 



MUGGBNS, OR ALL FIVES. 

This game is popular, and permits of two, three or four 
people taking part in it. 

The object of the game, as the second title suggests, is to 
make a five or decimal figure always. It is capital practice for 
quick calculation, and success depends upon the skill of the 
player rather than upon so-called luck. 

The dominoes are shuffled as usual, and " pose" drawn for, 
according to rules already given. Each player takes an equal 
number of pieces, generally five, and not more than seven, 
but in drawiig the dominoes, must see that two are left 
in stock as a reserve. The game must be so played that the 
aggregate number of pips at opposite ends of the figure 
are five, ten, fifteen or twenty. The double dominoes must 
be placed transversely. This rule, although usual in other 



DOMINOES. 



25 



games, is absolutely compulsory in this and similar ones. (See 
illustration.) 



• ♦ 



If the leader can "pose" six-four, double-five, five-blank, 
or trey-deuce, he scores two or one, for instance, as the case 
may be. Following this, if a domino is played that makes the 
total number of pips at both ends of the figure five, ten, fifteen, 
or twenty, the player scores one for five, two for ten, three for 
fifteen, and four for twenty. 

The player who makes a count must announce it immediately; 
failing to do this, or if he makes mistake of the amount when 
declaring, and any of his opponents cry "muggins," he is de- 
barred from scoring the count. 

The game is fixed at any number, within reason, that the 
players agree upon. Thirty-one makes it about equal in length, 
however, to "a hundred up" in the block game. Sometimes a 
low number — say io or 15 — is chosen, and that renders it 1 ' short, 
sharp and decisive," adding, of course, a bit of excitement to 
the play. Two hundred is the number usually chosen for a 
two-handed game and one hundred and fifty when three or 
more play. As an example of play, suppose X leads a double- 
five and scores two. This is his very best lead, and scoring 
two as it does, it effectually blocks Y's scoring next time, un- 
less he plays five-blank, as that also scores two. Now let Y 
play five-six, thus making sixteen at the two ends, viz., six at 
one and ten at the other. Then let X play five-four to the 
double-five end, and once more he scores two; the two numbers 
as seen at either end are six and four, hence make ten. (See 
illustration.) 



26 



DOMINOES. 



The game proceeds thus until one of the players calls "dom- 
ino " or the game is blocked. 

Four is the highest score at anyone "pose," and happens 
only when there is a double-six at one end and a double-four at 
the other. 




Three points are made by a double-five at one end and a five 
at the other, or double-six at one end and the trey at the other. 




* f 



When the game is finished the pips of the dominoes which 
cannot be played are added up and the number of times five is 
contained in the multiple of five nearest the number of pips in 
the adversary's, or — when a round game — adversary's hand 
which shows the most pips is added to the score of the player 
who holds the lesser, or least number of pips, or to the player 
who makes domino. For instance, if X has fewer pips than Y, 
whose hand contains twenty-seven pips, X scores five ; whereas, 
if Y held twenty-eight pips, X would score six, since thirty, or 
six times five, is the multiple nearest to twenty-eight. 

Sometimes five is scored to the player who makes five at both 
ends, ten for ten, and so on. 

A FEW HINTS ON THE TACTICS OF 
THE GAME. 

When not able to make a point one's self, it is well to try to 
prevent the adversary from doing so; and if the latter is given 
the chance to score anything, it should only be in order that 
the first player may make several himself. 



COMINOES. 



27 



For instance, there is a four at one end of the figure; X 
would be making a good play by placing a trey at the other, 
although he might not hold the trey-ace; for if he held the six- 
ace, he would only be allowing the Y to score one that he, 
later, might score two. Again, however, if X did not hold 
the double-trey, it would be foolish for him to "pose" a trey 
to Y's four, for if the latter held a double-trey, he would make 
two, and X could only score the same amount with a trey- 
six. 

If a clever adversary does not take advantage of a good 
opening to "pose" a certain domino, it is safe to presume that 
he does not possess it, and therefore it must be in the "re- 
serve." It is always well to keep these facts in mind, and act 
upon the knowledge herein contained as opportunity prompts. 

When holding a trey-deuce, always lead off with it, as it is 
the only piece in the entire set that the opponent cannot score 
from. 

It is necessary to understand the opponent's hand, as this 
knowledge will be a guide regarding the suits to be avoided, 
and also a hint when to block the game. 

One variation of this game makes it imperative for a player to 
play every time his turn comes round, if able to match; and 
when unable to "match," he must draw until able to do so, 
unless it be a four-handed game, in which case each player can 
draw once only. i 

ALL THREES. 

This is really only another variation of " Muggins," the sole 
difference being that three and its multiple score, instead 
of five. As the opportunity for scoring is more frequent in this 
than in the other game, it requires stricter attention to follow 
it than does the preceding one. It is better to make the game 
of a higher number than the one used in Muggins. 

Three, six, nine, twelve, fifteen and eighteen are the scoring 
numbers in this, and count, respectively, one, two, three, four, 
five, six. The highest score is eighteen. 



2S 



DOMINOES. 



THE FOUR GAME. 

This very simple game is intended for four players. All the 
dominoes are equally distributed, seven to each, hence none 
left in "stock," or "reserve." 

Shuffling, determining the lead and play are similar to the 
rules of the block game, with one exception, i. e., instead of 
playing one domino in turn, the player may "pose" as many 
as he can, provided, of course, that they are played in se- 
quence. For instance, if a. play held four-deuce, deuce-five, 
five-blank, double-blank, double-six, six-five, and double-five, 
and the ends of the game presented a four and a six, he could 
41 run out " in one turn and win the game. 




As will be seen by above diagram, the player who has the 
lead "poses" double-trey, player No. 2 "poses" trey-six, and 
player No. 3, a trey-four. Player No. 4 follows with dominoes 
already cited and " runs out " in one turn. 

The question of scoring may be settled by the players accord- 
ing to agreement entered into before the game is begun. Some- 
times the winner of each hand takes a certain stake from the 



DOMINOES. 



20. 



other three; or, again, a certain number is named for a game, 
which it may take several hands to complete. 

The tactics of this game will vary materially, according to 
the method of scoring. Dominoes not in sequence should 
always be gotten rid of as quickly as possible, and readiness in 
observing what pieces will follow each other is necessary, of 
course. If simply to win a hand is the object, the cards not in 
sequence should be played first; if, however, it is an advantage 
to have the fewest number of pips possible at the end of the 
hand, then a long run should be made whenever the turn comes 
about. 

CYPRUS. 

In this variation of the block game, a double-nine set, at least, 
must be used. Four or more players may take part in it, and 
the dominoes played must be " posed " in the form of a star. 

The holder of the double-nine — or when double-twelves are 
used, the double-twelve — has the right to "pose," and must 
put down that domino. In the hrst round each player must 
play a nine or say "go," and pass. Incidentally, it maybe 
observed that it ought not to be difficult to "pose" the re- 
quired number; for, the set being equally divided — that is, as 
far as possible, the odd dominoes remaining over division be- 
ing left on the table — each player should have a good number 
to select from. 

When the star is formed, there will be eight ends to match in 
continuing the play, any of which may be carried on, irrespec- 
tive of the state of the others. This sometimes brings about 
complications in an already difficult game, rendering, as it does, 
a slight variation in the play, but it will be found interesting. 

It is not essential, naturally, that the star should be com- 
pleted before the other lines — or ends — are begun and carried 
on, for the necessary dominoes of the first suit "posed" may 
still be on the table, i. e., in the reserve.* 

Following are given diagrams illustrating the star as formed 
by double-twelve dominoes, and the game in a progressive state, 
as played with set of double-nines. 

*N. B. — Regarding distribution of dominoes, it may be well to state that, 
if there are four players, each should take thirteen (leaving three in reserve), 
when five or six play, eleven and nine, respectively ; seven, take seven ; 
eight or nine, six; ten, five ; and when double-twelves are used, division can 
be made according to same rule. 



3° 



DOMINOES. 




DOMINOES. 



31 



SEBASTAPOOL. 

This game can be played, and generally is, by four people, 
each taking seven dominoes and leaving nothing in the stock. 
The player holding double-six leads, and "poses" that piece. 
In the first time round each one must play a six, or "go." 
After playing to each end of the six it is necessary to match 
each side of it also. When the cross is formed there will be 
four ends to match, and this may be done regardless of the con- 
dition of the others. 

Illustration No. 1, on following page, shows the cross as 
formed in the first round, and it now remains to be enlarged 
by the matching of the ends, which, in this diagram, are trey, 
four, blank and five. 

Illustration No. 2 shows the cross in progress of enlarge- 
ment. In this diagram the centre domino, from which the cross 
starts, is double-fives. 

The same rules obtain in this game as in Cyprus. It can be 
played, especially in a round game — say eight or ten people — 
to better advantage with a set of double-nines. 



TIDDLE-A-WINK. 

This variation is most entertaining, and is essentially a round 
game, in which any number may take part — "the more, the 
merrier." 

The number of dominoes drawn by each player depends, of 
course, upon the number who play. If double-sixes are used, 
then three or four pieces, according to agreement, to each one. 
When more play — seven, eight or ten — it will be found advis- 
able to use the double-nine set, as at least four cards should be 
left in the reserve. 

When the players are each supplied with their quota of 
dominoes, then double-six, or double-nine — depending upon the 
number at the table — is called for, which the person holding it 
leads. If it is not out, then the next highest double must be 
played, and the one who holds it has the lead and must " pose," 
and so the game continues round the table, each one playing 
in his turn. When a player has a double, either at the lead or 
in another part of the game, he has the right to play again, thus 
obtaining two turns instead of one, provided, naturally, that he 
can "match." W T hen unable to do this, he says "go," and 
passes. The game proceeds after the usual fashion, and the 
one who runs out first — makes domino — cries " Tjddle-a-Wink ? " 



32 



DOMINOES. 



e e • 
• • • 



No. 1. 



• • • 

« • » 



s o 



No. ?. 



DOMINOES. 



33 



and the game Is his. In the event of the game being blocked, 
he who has the smallest number of pips wins. In all other 
respects this is quite similar to the block game. 

DOMINO POOL. 

Three or more players take part in this variation, either "all 
against all," or as partners. The division of the cards, of 
course, depends upon the number playing: if three, each takes 
seven; if four, five; if more than this, then a double-nine set 
must be used, when six will take seven dominoes each; eight or 
nine, five each. This will leave about a quarter of the pack in 
stock, a convenient number to draw from. 

Shuffling and drawing for lead and places are determined 
after the usual custom. Then, the players having taken their 
pieces, according to the number in the game, the leader 
" poses " one; the player to the left must match, if possible; 
if unable to so, he passes, and so it goes all round the board. 
Thus it continues until one player makes "domino," or the 
game is blocked. When this happens, the score of each player 
is put on paper, the dominoes re-shuffled and a fresh hand be- 
gun, the eldest hand of the previous one leading, until the end 
of the game. 

The pool is formed, as at billiards, by the distribution of the 
players. 

When a player has scored one hundred points, or any number 
agreed upon, he has lost his lives, but is permitted to " star"; 
that is, pay another contribution to the pool with a score againt 
him equal to that of the player who has the highest score.* 

The rules are similar to those of the block game, save that 
there is not so much scope for science. When one player is 
very far ahead, then, the others can, if they choose, combine 
against him, while, in his turn, the player who is ahead must 
concentrate his energies to frustrating the adversary who is 
nearest him in score, he being the most dangerous of all. 

It is almost useless for one player to try and stop the progress 
of the player who holds the leading position, unless the other 
adversaries will unite with him in this attempt. When a player 
finds that his adversary has almost all the dominoes in a special 
suit, it will be well to combine with him in blocking the others. 
When holding one or more doubles, with another domino <.i 
each suit, play the doubles first; if, however, a double and 

*N. B. — No player is obliged to score, nor can he " star," more than once ; 
but each one may "star" save the last two left in, who divide the pool, or 
play the game out, this to be agreed upon also at beginning of game, 



34 



DOMINOES. 



several of the same suit are in his hand, the player should hold 
the double, as he will, by his own hand, be able to bring it 
later into the game. Play a defensive game when without one 
or more suits. In posing, lead a heavy card, unless a strong 
suit suggests a better chance of success. 

When only three players remain in, say X, Y, Z, and X is far 
ahead, Y has starred, Z must prolong the game, and, if possible, 
equalize the scores of the other players, for he may have a 
chance of ''starring" too, if he finds it feasible. 

When two players are ahead of the others, these latter should 
not embarrass each other in their " combination " against the 
first two : a joint attack against one leader is always to be 
recommended. 

In scoring, if the game is one hundred, then each player 
scores as many pips as he holds, and the one who scores a 
hundred first, loses points to each of the others. Example : 
X, Y, Z and W play; Y has one hundred; X, fifty; Z, eighty, 
and W ninety-eight: Z loses fifty points to X, twenty to Y and 
two to W. 

The method given is adapted to the game, and " starring " 
will prove an interesting feature, differing as it does from 
other varities of domino games. 

DOMINO DRAW POOL 

This variation is generally considered far better than Domino 
Pool. The rules are the same, save that in this one if a player 
cannot match he is obliged to draw one domino from the 
"stock," and then, if still unable to match, he cries "go." 
Two dominoes must be left in the " stock " here, as in other 
draw games. 



DOMINOES* 



35 



MISCELLANEOUS GAMES. 



DOMINO WHIST. 

This game is played by four people, and proceeds after the 
manner of whist. 

Sometimes the twenty-eight dominoes are drawn in the be- 
ginning, but the game is made more interesting when six only 
are taken by each player, the other four remaining in ' ' reserve. " 
The dominoes are shuffled and drawn in the usual manner. 
When partners are selected they are "drawn for," the two who 
get the smallest number of pips play together. 

After the " pose" the game continues from left to right, and 
when a player cannot "match" at either end of the figure, he 
says " go," forfeiting his turn, of course, while his left hand 
neighbor proceeds in his turn to play. There are various 
methods of scoring, but the best one seems to be for the pair 
who hold the lesser number of pips, to score the aggregate 
number in the hands of their opponents. 

A player must pay close attention to the " pose " of the dom- 
inoes, so, if possible, to outwit the adversaries and aid his 
partner. It is always best to get rid of so-called "heavy dom- 
inoes," unless, of course, by so doing, the player is playing 
into his adversary's suit. When the player has a good hand 
and it is his lead, he must try and win, regardless of his part- 
ner's position; as, on the contrary, if it is his partner's " pose," 
and he (the first player), has a poor hand, he must sacrifice it 
to help him. It is wise always to play from the strong suit, 
thus keeping the partner informed of its actual condition, 
while the partner, on his part, will display his suit and help to 
establish the first as best he is able to do. 

It is also a good plan to try and discover what dominoes the 
partner holds; i. e., whether his hand is heavy or light, and 
what pieces are likely to be in the reserve, so that one can de- 
cide when to block or keep open the game. 



3 6 



DOMINOES. 



DOMINO EUCHRE. 

This variation is also played by four persons. The domi- 
noes ranking as follows: the double of the trump suit is the 
Right Bower; the next lowest double, the Left Bower. The 
exception to this rule is, that when double blank is the trump, 
there being no lower double, the Double-Six is adopted in its 
place and becomes thus the Left Bower. For instance, in this 
case, Double Blank is Right Bower, and the highest double 
(Double-Six), the Left Bower. 

After the Right and Left Bowers have been selected, the 
value of the remaining dominoes is governed by the number of 
pips following the trump. Example: Six is trump; the Double- 
Six is Right Bower, the Double-five Left Bower, followed by 
Six-Five, Six-Four, Six-Trey and so on down to Six-Blank. 

When Ace is trumps, Double-Ace is Right Bower and 
Double-Blank is Left Bower; the Ace-Six is the next in value, 
and so on to Ace-Blank, of course. When Double-Blank is 
Right Bower, however, and Double-Six Left Bower, then Blank- 
Six is the next, and so it goes on down to Blank-Ace, the lowest 
trump. 

When a suit is not trump, the importance of the dominoes 
rank from the double of the suit in regular order downward. 

The game begins with the drawing of the dominoes to de- 
cide who shall turnup trumps; he who takes the lowest one 
having this privilege, and is also termed the dealer. 

After the dominoes have been re-shuffled — after the usual 
fashion — each player draws five pieces, beginning with the 
eldest /land, and the dealer turns up one of4he remaining domi- 
noes for trumps. The half of the domino which has the higher 
number of pips upon it decides the suit of trumps suit. For 
instance, if Six-ace turns up, the Six is trump suit, or if Ace- 
Blank, then Ace is trump suit. After the first hand, the privi- 
lege of turning trump fall to each player in turn. 

The eldest hand does not lead unless he exercises the privi- 
lege of "ordering up" or "making" the trump. Only the 
player who takes the responsibility of the trump; i. e., "takes 
up," "orders up," "assists," or "makes" the trump, has the 
right to lead. 

With this one exception. Domino Euchre is like the card 
game bearing the same name. 

DOMINO POKER. 

Twenty pieces only are employed in this game, the double- 
ace and aii the banks being discarded. The hands rank in 



DOMINOES. 



37 



regular order — that is, from one pair to the royal hand, this 
being the highest that can be held. The hands are: 

One Pair — Any two doubles; double-six and double-deuce 
will beat double-five and double-four. 

Flush — Any five of a suit, not in consecutive order, as six- 
ace, six-trey, six-four, six-five, and double-six. 

Triples, or Threes — Any three doubles. The double-ace 
and double-blank being out of the game, of course there can 
be but one hand of triplets in the same deal. 

Straight Four — A sequence, or rotation of fours: four-six, 
four-five, four-trey and four-deuce. 

Full Hand — Three doubles and two of any suit: as, for 
instance, double-six, double-trey, and double-deuce, together 
with deuce-four and deuce-ace. 

Straight-Five — Sequence of five. 

Straight-Six — Sequence of six. 

Fours — Any four doubles. 

Royal, or Invincible Hand — Five doubles. 

If none of these hands are "out," the best is determined by 
the rank of the highest leading dominos; as, for instance, a 
hand led by double-six is better than one led by a double-five; 
while a hand led by a double-deuce is superior to, and will beat, 
six-five, and six-five, in turn, will outrank five-four. 

This variation is governed by the laws of the game called 
Straight Poker, and is played exactly like it, the only difference 
lying in the fact that one is a card game and the other domi- 
noes; hence, of course, the hands do not rank the same. 

BINGO. 

This variation is similar to the card game of Sixty-six, and 
is played as much like it as the difference between cards and 
dominoes will allow. The pieces rank, of course, as they do 
in other domino games, with the exception of the double-blank, 
which ontranks the rest. Double-blank, called Bingo, counts 
fourteen spots, and all the other blanks seven each. Bingo 
(double-blank) will take the double of trumps always. 

The game is played by two persons, and the lead is decided 
in the usual way, i. e., the lowest having the lead. Each 
player then draws seven pieces, after which the elder hand 
turns up another domino, the highest spot on which is trumps. 
The leader "poses" his piece and the game proceeds after the 
manner of Sixty-six. 

The game consists of seven points, made after the following 
manner: The one who first counts 70 scores one point towards 



33 



DOMINOES. 



the game, and if he scores 70 before his adversary has counted 
30, two points; if before the opponent has made a trick, three 
points. When Bingo captures the double of trumps, it adds, 
directly, one point to the winner of the trick. 

The dominoes count thus to the winner of the trick contain- 
ing them: Double of trumps, 28; other doubles and all other 
trumps, according, to their pips, six-four and three-blank, for 
instance, 10 always, whether trumps or not. The other domi- 
noes have no value. 

When a player happens to have two doubles in his hand, he 
can, when his turn to lead comes, play one, show the other and 
announce 21 points, which are added to his score directly 
he has won a trick. If he holds three doubles he scores 40; 
four doubles, 50 ; five doubles, 60 ; six doubles, 70. When 
Bingo is among the doubles held it adds 10 more to the score. 

DOMINO LOO. 

For this game cardboard dominoes are preferable to those 
made of ivory or bone, and, if used, should be cut, shuffled and 
dealt like playing cards. 

If only two people play, the one who cuts the higher " card" 
(we shall call the dominoes cards in this instance) deals, and 
his adversary has the lead. After this the lead alternates 
throughout the game. 

In cutting, the doubles count before any of the ordinary 
cards. For instance, if X cuts double-blank, and Y six-five, 
the former deals. Each player receives five cards and the 
dealer turns up the trump card, unless a double is turned up, 
the higher number on any other which is turned up is the 
trump suit. 

When a player is not content .with his " hand," he is allowed 
to " miss," that is, throw away his cards and take six others 
from the top of the pack, and after looking them over, must 
discard one of them. The dealer, in his turn, may exchange 
one of his cards for the trump, or may take " miss "; he cannot 
do both. 

The method of play in this variation is not like any of the 
other games of dominoes, the players proceeding as in Loo. 

The leader plays a card and his adversary plays to it, accord- 
ing to the laws of Loo. The cards thus played make u^ a 
trick, and the winner of the same has the following lead. 

The higher card of the suit, not necessarily the higher domi- 
no, wins the trick. Any card led, other than a double or a 
trump, mry be considered one of two suits, according as the 



DOMINOES. 



39 



leader decides. For instance, a five-ace is led, and the holder 
of it may make (call) it a five-ace or ace-five; in the first case 
any five, other than five-blank, can beat it; in the second, only 
an ace-six, double-ace, or a trump, can do so. 

The value of the cards is as follows: Double of trump suit is 
the highest, and the remainder of the trump suit rank in numeri- 
cal sequence, a six ranking higher than a five, and so on; then 
the others of the plain suits. Cards in the plain suits rank 
thus, double, six, five, four, trey, deuce, and so forth. 

The double is always the highest in each suit, double-blank, 
for example, ranking before blank-six. 

The leader must always state which suit he desires the card 
to be. If he plays four-blank and calls it thus, four is the suit; 
but if he calls it blank-four, then blank is the suit. However, 
he must announce a trump when led, although in this instance 
he really has no option. 

The laws of the game are the same that govern Loo: when 
holding two trumps, lead one, and play one after winning a 
trump, if possible. Follow snit when able. 

A player is not obliged to head or win the trick, if he can 
make another play in accord with rules; if, however, he re- 
nounces a suit he must trump, if possible. 

Sometimes the rule is to loo a player who oreaks a rule, and 
make him pay an extra penalty for not having scored during 
the hand ; but Berkeley " considers this "too severe"; and 
thinks the forfeiting of one or two points more just. Each set 
of players can decide these points for themselves, for the laws 
are not arbitrary. 

Each trick scores one, and the game is "fifteen up." 

A player who does not take a trick is looed, that is, looses 
five points, and when he is nothing "up," made to owe five : 
in brief, will have to make twenty points to win the game. 

Domino Loo may also be played by three or four people. 

When three, there are only two misses of seven cards, two of 
which are discarded after they have been examined by the player. 

The deal goes round in turn to the left, and the players play 
according to rule, the one to the left of the dea^r first, and so 
forth. 

The best method of scoring when more than two play, is 
to form a pool, each contributing a stake, divisible by five, 
except the dealer, who puts in a double stake ; thus, each hand 
is a game in itself, and the winner of each trick has a right to 
a fifth of pool. 

The rules are the same as in the game of two ; only here, if 
a player break any of the ordinary laws, he should be looed. 



4 o 



DOMINOES. 



When a player is looed he must contribute to the next pool as 
much as there was in the previous one. 

It is always well to limit the amount of the loo to four times 
the original stake when three play, and five times when four 
play. When there is a loo, no player not looed contributes 
to the pool, save the dealer, who puts therein the original 
stake. 

If this game is played with a pool, any player who wishes to, 
may pass: He loses his chance of the pool by this; but on the 
other hand may find compensation in the fact that he cannot be 
looed. Any player who takes "miss," must play, however. 

If all pass, and the dealer wishes to do so, too, he can, if he 
chooses, take miss; or, if no miss- remain, play his own hand 
for the benefit of the pool; that is, any share of the pool he may 
win, is left in toward the next pool, and he cannot be looed. 
He must, however, distinctly assert that he is not playing for 
himself, otherwise, the natural assumption will be, that he is 
doing so. If, finally, all pass, save the dealer, he gets the 
pool. 

The rules maybe given briefly, as follows : 

1. Each player may shuffle the dominoes (cards) before the 
game begins. 

2. When it is found that one of the players has drawn a 
greater number of dominoes than agreed upon, his adversary 
may take from him the superflous ones and replace them in the 
" stock, " without, of course, exposing the face of the card. 

3. If, however, one player has, by mistake, seen the card or 
cards, his adversary has the right to look at it or them, also. 

4. If again, a player takes into his hand, or even sees one of 
the two cards which ought to be left in "stock," it must be 
replaced there, and the adversary may also look at it. 

5. When a card is turned by accident, face uppermost on the 
board, it may be taken back into the player's hand, and no 
penalty can be exacted, as his opponent has also gained infor- 
mation regarding the card's position. 

6. If a player deliberately exposes a card in the act of play- 
ing, he shall be made to play it at one of the other ends of the 
game, if he can do so legally. 

7. No player may take back into his hand or change the 
position of a domino when once played — laid on the table — and 
touching pieces already down and no longer in contact with 
the player's hand. The etiquette of the game requires absolute 
silence regarding the hand one may hold, and even a hint as to 
what one may or might play is altogether out of place, and 
should be avoided under all circumstances. 



DOMINOES. 



41 



DOMINO ROUNCE. 

Two to {o\\f may take part in this game. The dominoes of 
rank are Six to Blank, and the doubles are the best of each 
suit, trumps being superior to all the others. 

The game begins by "turning for trumps," and the player 
who turns the highest piece is "trump holder" for that hand. 

The dominoes are now shuffled, each one taking five pieces, 
and the player at the right of the trump holder turns the trump; 
the end of the domino having the largest number of pips upon 
it becoming trump for that round. 

The players to left of trump holder announce in regular suc- 
cession whether they will stand, discard the hand held and 
take a dummy, or pass. 

When two or three play, there is only one dummy of seven 
pieces, and the elder or eldest hand has the privilege of taking 
it, and when all the players pass, up to trump holder, the last 
player may elect to give him a score of five points in place of 
standing dummy. 

The trump-holder can, if he likes, discard a weak piece and 
take in the trump turned up, or he can discard his hand for the 
dummy, provided, of course, that there is one remaining, in 
which case he must abandon the trump turned. The player 
who takes a dummy must discard until he leaves only five 
dominoes in his hand. After the first hand the trump passes to 
the players at the left in regular rotation. 

The game begins at fifteen and is scored down until it is 
" wiped out," each trick scoring one. The player who fails to 
make a trick is "bounced," that is, sent up'five points. 

The suit must be followed, and, if possible, i. e., in the 
player's hand, trump led after a trick, as is done in Loo. A 
player, however, is not obliged to "head" (take a trick) if he 
cannot follow suit. 

BERCEN. 

After the usual preliminaries each player draws six dominoes. 
The game is generally one hundred up, and for two persons. 

The lowest double leads and is called a double header, and 
after that the players alternate from right to left. If, however, 
the player has no double when it comes his turn to lead bo 
plays the lowest piece he has. If, again, a double is first 
"posed," the one putting it down makes a "double header" 
and scores twenty points thereby. When also, he poses a dom- 
ino which makes both ends of the figure or line the same, he 
scores a double header. 



42 



DOMINOES. 



For example : X poses an Ace-Four, Y a Four-Deuce, and 
should X play to these an Ace-Deuce, thus making both ends 
either deuce* or aces, he has the right to score a double header. 
Example; 

Double-Header. 



' .1 


• 


•1 


n: 


::r. 



Again, if X poses a double-ace, and both ends are ace already, 
he makes a triple-header. Example : 

Triple-Header. 



A player must play if able to match, and if he cannot match, 
then he must draw one piece from the " stock." If still unable 
to match, then he says "go," and his adversary draws one 
card. Thus the game proceeds until all, save two pieces have 
been taken from the "stock," or until one player makes 
'•domino;" whereby he scores ten points. 

"When all the "stock" dominoes have been drawn, save two, 
and still, neither of the players can match, it is a block; the 
count is then made and the one holding the smaller number of 
doubles wins, scoring ten points. If both hold the same number 
of doubles, the one having the lowest double wins, scoring ten; 
and finally, if the lowest hand holds a double, and his adver- 
sary none, the adversary wins, with a score of ten. 

Example : X holds Double-Six and Double Blank, and Y 
Double-Deuce and Double-Ace; X is the winner. Neither a 
Triple nor Double Header alone can win a game. 

After the score of 90 has been reached a player making a 
double or triple header scores nothing; at 80, ten points only 
for either double or triple header, and at 70, twenty points for 
either. A prudent player will keep the doubles in his hand ad 
long as he can, in the hope of making a triple header. 

When three play, the rules are identical with those of the 
two-game; but when four participate there can be no drawing, 
and the extra four cards form the reserve. 



DOMINOES. 



43 



Of the eighteen games above described the majority are 
simple and particularly adapted to children; those of a scientific 
nature are the Draw Game and Matadore, requiring, perhaps, 
closer attention than little people are always ready to give, 
while, of the miscellaneous collection, which include variations 
after the different card properties, it is easy to be seen that 
they tend toward the class known as "games of chance," and 
must be played, therefore, at the discretion of the student, who 
will judge for himself jiibt how deep he cares to go into them. 



44 



DICE. 



DICE. 



The invention of Dice is variously ascribed to Psalmedes, 
of Greece, about 1244 B. C. ; to the Egyptians by Plutarch, and 
to the Lydians by Herodotus, who attributed all games of 
chance to this people. It is spoken of by ^Eschylus and 
Sophocles. 

It is doubtless one of the most ancient of games, and, as far 
as it is possible to trace the etymology of the name, it would 
seem that Dice — the plural of die — the singular is reconstructed 
from dee under influence of plural. The old French being de, 
det; Italian, dado, and Latin, datum, all meaning, however, the 
same thing, what is given, the throw, the die itself. How 
often we hear one use the expression: "The die is cast!" 
without reflecting, probably, on the origin of the term. 

The Greeks gave to the various throws that were possible, 
the name of their divinities and heroes, the best throw, for in- 
stance, being called Aphrodite. 

The Romans adopted the game, and it was first known among 
them by the name of tessera, a word derived from the Greek, 
meaning four, because it is square on every side. 

Innumerable passages in the ancient writers, and many rep- 
resentations in sculpture and painting, prove how frequent dice 
was among them. 

Differing from tessera, which was practically like our dice, 
were tali (originally and in Greek, the pastern of a beast). 
They were almost of a cubic form and had numbers only on 
four sides, lengthwise. Often three tessera and four tali were 
used together, and the game with dice wai, in all probability, 
called alea. Later alea came to signify any game at hazard, 
and aleator, a gambler. 

The dice which were discovered in Thebes were made of 
ivory and bone, and quite similar to those used in this day. 

The principal distinction between the ancient and modern 
game seems to lie in the fact that in the former three dice were 
employed a-id in the latter usually two only were used. 



DICE. 



45 



The example of some of the Roman Emperors, especially of 
Nero, gave dice a dangerous popularity. During the declining 
period of the Empire, wealthy Romans would often stake their 
entire fortunes upon a single chance. At one time, dice and 
and all games of chance were prohibited by several of the 
Roman laws, save in December, when they were allowed. The 
laws, it is needless to add, were not strictly observed. 

Dice was introduced into France during the reign of Philip 
Augustus, and has continued a favorite game ever since. 

Exactly when this pastime was brought into England we do 
not learn, but it was very much in vogue there, evidently, in 
the fourteenth century. It was in 1337, Stow tells us, that the 
kings of Scotland and France, being prisoners, and the king 
of Cyprus, on a visit to Edward III., a great tournament was 
held in Smithfield, and afterwards, Henry Picard, Mayor of 
London, " kept his hall against all comers that were willing to 
play at dice and hazard. The Lady Margaret, his wife, did 
keep her chamber to the same intent." 

The Mayor, the chronicle goes on to relate, restored to the 
king of Cyprus 50 marks which he had won from him, saying; 
«' My lord, and King, be not aggrieved, for I covet not your 
gold, but your play." 

We find again, in the biography of George II. (chap, 19) that 
"All games invented, or to be invented, with one or more die 
or dice, were prohibited, except backgammon and games played 
on a backgammon board. Hence hazard is illegal and also 
raffles with dice, the latter being also forbidden as lotteries, 
even if dice are not used." 

Later, in the biography of George IV. (chapter 18), 1828, we 
learn that a duty of twenty shillings was imposed on every pair 
of dice. See act "to regulate the licences of makers and the 
sale of dice." In 1868, in the present, Victorian, reign, the 
duty was abolished. 

As most of our games and sports have come to us by way of 
the "mother country," we may assume that the English 
brought dice to our shores, though, of course, it is always possi- 
ble that the compatriots of Lafayette may be responsible for 
its existence among us. At any rate, it is here, known, and 
played by a good many people, and it is for the benefit of those 
not already familiar with it that a description is now to be 
given of dice and a few of its variations. 

To begin with, as most of us know, dice are small cubes of 
ivory or bone, marked, respectively, on the six sides by spots 
representing numbers, from I to 6. They are arranged in a 



46 



DICE. 



manner similar to the corresponding "pips" on dominoes. The 
sum of the spots on the opposite sides of a die is always seven. 




Take the illustration above: 



No. i— 


Six is 


opposite Ace. 




Four 


" Three. 




Five 


" Two. 


No. 2 — 


Two 


Five. 




Six 


" Ace. 




Four 


" Three. 


No. 3— 


Six 


" Ace. 




Three 


" Four. 




Five 


" Two. 


No. 4 — 


Three 


" Four. 




Five 


14 Two. 




Ace 


Six. 


No. 4— 


Five 


" Two. 


Four 


" Three. 




Six 


" Ace. 



The dice box is a cylindrical case, usually four inches high, 
and from one and a half to two inches in diameter, open, of 
course, at the top, and as a rule, grooved inside, to insure 
thorough shaking of the dice. 

In all dice games, unless previous to the play another agree- 
ment is entered upon, the highest throzv wins. Six is the high- 
est die and ace the lowest, the one counting six, the other one, 
the intermediate numbers scoring accordingly. 

To insure a fair throw, all the dice must be thrown clean 
from the box, i. e., the box shaken well and then turned 
quickly so that the dice will fall flat on the table. The dice, 
when thrown, must not be touched in any way until the result 
of the throw has been settled beyond question. A throw is 
foul (i. e., unfair) if one die rolls off the board, or table, and 
on the floor ; if any one touches it while rolling ; or, finally, if 



DICE. 



47 



a die is "cocked," that is, rests tilted on one edge, against 
another die, or other obstruction, or if it falls flat on top of 
another one. Foul throws must be thrown again. Three dice 
are usually the number with which dice games are played. 

Vingt-un requires one only, however, and draw-poker is 
played with five, as there are five cards in a hand in the card 
game of the same name. Backgammon, though played with 
the aid of two dice, does not come under the head of dice 
games, and will not be discussed, therefore, in these pages. 

The following games are best known and in very general use 
where the game is played. Throwing dice, as its title probably 
suggests, is the first and the easiest — i. e., most simple — of them 
all. We will therefore head the list with that. 

THROWING DICE. 

Each player throws the three dice three times, and the aggre- 
gate amount of the spots uppermost at each throw are summed 
up and placed to the score of the thrower. 

Ties throw over again, when it is necessary to establish any 
result. For example: X throws the dice; the first time he makes 
ace, four and six, making eleven; his second throw is five, two 
and three, which counts ten; and the third throw, two fives and 
a four — together, fourteen. These amounts, n, 10 and 14, 




First Thro-v. Second Throw. Third Throw. 



making a total of 35, are counted to his score. Thus the game 
proceeds, with any number of players, and the one who has the 
highest score wins the game. 

Incidentally, it may be mentioned, that when any object or 
article is being raffled for, or put up at lottery, the future pos 
session of same, when decided by dice, is made by throwing 
dice and not by raffles, as this latter term would seem to imply. 

RAFFLES, 

In this variation three dice are used, and each player throws 
until he succeeds in matching, i. e., throwing two alike. The 



4 8 



DICE. 



first throw made containing a pair scores the number of spots 
to the thrower's score. 




A Double (two fours), counting eight to player's score. 



Triplets, or three alike, take precedence of pairs. Three 
aces, for instance — the lowest triplet — will heat two sixes and 
a five. 



Sometimes, by previous arrangement, the game is played dif- 
ferently, the triplets counting only as pairs, as, for instance : 
three fives would score fifteen points; but would be beaten by 
two fives and a six. 



Three dice are now used here, and are thrown three times, 
the amount of the spot reckoned thus : only those spots which 
lie round a centre spot, for example, three or five; the first 
counting two, the second, four — score. 

Hence, it will be understood that six, four, two, and ace do 
not count at all, and often a player may throw three times and 
yet score nothing. The amount of the score is agreed upon 
by the players in this as in other variations of the game. 



are used, each person scores for himself. When, however, 
three or more take part in it, then they play as partners, two 
or three on a side. , 

The object is to score numbers up to twelve in exact numeri- 
cal order. When this number is reached the twelve are wiped 




A Triplet. 



ROUND THE SPOT. 




MCE. 



4) 



out in exact reverse order down again to one. The spots on 
any one die, or on any of the three combined, count for the 
score. Each player throws in. turn, and continues to throw 
until he fails to score. The numbers are counted in line as 
they are made, each side or individual having his own line to 
score. The first player, or partner who succeeds in ' ' wiping 
out" his entire line wins the game. 

For instance, X begins and throws ; he fails, however, to 
throw an ace. Y follows and throws an ace, deuce and four; Y 
scores I and 2, and combining the I and 2, scores a 3, then the 
4, then 5 for the 1 and 4, then 6 for 4 and 2, then 7 for 4, 2 and 
1 all combined. Y throws again, but fails to make an 8. Then 
X plays, throwing 1, 3, 5. X scores 1 only, there being no 2 
thrown. X has another throw, and thus the game proceeds. 

MULTIPLICATION. 

Also a three dice game, and played in this manner. 

There are three throws : the first is with three dice, the 
highest one being left on the table and the remaining two taken 
up again; these are then thrown and the higher, this time, left 
on the table, and, finally, the last one thrown once more. 

The spots on the first two left on the table are added to- 
gether and multiplied by those on the last or third die thrown: 
the total is placed to the score of the thrower. Example: 




First Throw. Second Throw. Third Throw. 



This will score 33, the sum of the first two dice — 5 and 6 — • 
making eleven, being multiplied by the last, which is 3. 

GOING TO BOSTON. 



The dice in this variation are three, and thrown exactly 
after the i.v:thod in multiplication. The difference lies in the 



5o 



DICE. 



scoring. The result of the last throw in this game is added 
instead of becoming a multiplier of the sum of the two re- 
maining on the table. 

For instance, using as illustration the figures in the preceding 
game, the player, after his third throw, would score 14, the 
numbers being, respectively, 5, 6 and 3. 



DRAW POKER. 

This is played with five dice, each player having one throw, 
and the privilege of a second should he wish for it. In the 
first throw all the dice are thrown; the player, however, need 
not take every one of them up, selecting only those which are 
satisfactory to him, and he can if he likes leave the entire set — 
five — on the table, if, as a whole, they please him. He is not 
bound to throw a second time if the result of the first throw is 
all that he desires. 

The throws rank as in the card game, beginning with th i 
lowest : one pair, two pairs, triplets, a full hand, four of the 
same. 

The highest throw is five alike, ranking in the order of their 
denomination, from six to one. Thus, six is an "invincible 
hand." This, naturally, only maintains in the dice variation, 
while a flush occurs alone in the card game. 

Six is the highest and ace the lowest in this draw game, the 
intervening numbers ranking accordingly. 

Example ; A, in Draw Poker, throws first time, 5, 3, 6, 2, 5. 




Of course he will leave his two fives on the table and take 
his second throw with the remaining three dice. Supposing 



DICE. 



51 



the second throw a lucky one, he may turn out a pair of twos 
and a five ; thus, a full hand of fives : 








Dice Left on Table. 



Second Throw. 



VINGT-UN. 



This is played with a single die, each player throwing as 
often as necessary to get the sum of the spots equal to, or as 
near as possible — not over — to twenty-one. Throwing twenty- 
one or more bursts the player, and deprives him of further par- 
ticipation in the game for that round. 

The one who throws twenty-one, or failing that, the number 
nearest to it wins the game. Where a forfeit is played for, the 
one who comes less near in approaching to twenty-one, loses 
the game. For instance : X throws Six, Four, Ace and Five, 
which makes him sixteen, and if his next three throws are a 
five, he will be just tAventy-one; if, however, his last throw be 
a six in place of a five, it will burst him, as thus he is twenty- 
two. 



Any number of players can take part in this; each one being 
supplied with counters. In the centre of the table is a recep- 
tacle called Pot. 

One of the players begins by throwing two dice. If he 
throws an ace, he puts one of his counters in the pot, and if he 
throws a six he passes one counter to his next left hand neigh- 
bor. The other spots are of no value. 

Each player must throw in regular rotation, provided, of 
course, that he possesses a counter, and it goes round until all 
have played into the pot. 

Then, the holder of the last counter has three throws : the 
pot is closed or nothing; a six, however, will enable him to get 
rid of the counter by passing it on to his neighbor, who, in his 
turn, has three throws, also> This goes on until the last holder 
fails to throw a six, and he is then declared winner or losei, 
according to agreement at beginning of the game. 

During the open game, the pot has always the preference, 
so that if a player has only one counter in a throw of six-ace, 
the counter must go to the pot unless it is already closed. 



ACE IN THE POT, 



52 



DICE. 



HELP YOUR NEIGHBOR. 

This is an interesting variation, and with its description this 
little treatise may close. 

It is played with three dice, and six persons may take part in 
it. They play in regular rotation. The first player throws two, 
four, six, and, as he has not thrown one, the number corres- 
ponding to his own — he, being first player, is called usually, 
No. i — he scores nothing; but six being the highest number 
thrown, No. 6 scores six points. 

The second player (No. 2) then throws, and two, three and 
five being the numbers, he counts two and "helps" his 
"neighbor" five to five points. 

Player No. 3 throws fours, and therefore, while his neighbor, 
counts four points, the raffles counting four instead of twelve. 

No. 4 plays, throwing one, three-three, making nothing for 
himself, but three for the third player. 

No. 5, in turn, throws and succeeds in turning out three fives, 
thus scoring five points. 

And finally. No. 6 throws three aces, counting him nothing, 
but scoring a point to No. i. 

Thus the game goes on, until some one of the players wins 
the game by achieving the number of points agreed upon in the 
beginning. If the game is played for a pool, made up by joint 
contributions from all the players; the first one out wins, but if 
for "refreshments," the last one loses. 

In the preceding pages, brief sketches of dominoes and dice 
are given, and to those interested in their origin, proper in- 
sight may be gained by a more thorough study of their histories. 

Of the various games in vogue among domino and dice 
players, twenty-eight have been described; eighteen of the first 
and ten of the latter, a sufficient variety, it is hoped, to interest 
the student and awaken in him a desire to learn all the rest in 
time. These two games, although offering profound and 
scientific problems, especially of a mathemetical nature, are 
withal, so simple in themselves, that the veriest child may 
understand and play them. 

Aside from any pleasure which may be — and will be, we 
hope — derived from participation in them, both dominoes and 
dice will prove useful factors in teaching strict attention to the 
subject in hand, and also capital instructors of the various modes 
of counting and calculation, necessary in and out of school. 

We recommend the double sixes in dominoes to begin with, 
and feel sure that sets of double-nines and double-twelves will 
soon follow in its wake, for to quote our Gallic friends "T ap- 
petit vient en mangeant " and once begun, the taste for these 
games will grow apace. 



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